"Operation: Hundscheisse" help/mini manual 

Greetings!  Thanks for downloading Operation Hundscheisse!  There is an online web site devoted to this game, but in case you don't have access to the net, or just want some quick help or reference material, this mini manual will save you a visit to the site.  Just in case you don't know the site address, it's:  http://www.angelfire.com/droid/majikmonkee/OHSpage.html


A Brief History of "Operation: Hundscheisse" (by Dumscheissekopf)

When I first came to the Wolfenstein community as a visitor, I was amazed by the wide range of mods that were out there, some that were very traditional, and some that were downright crazy.  I thought to myself, "I wonder how strange a mod can be before someone tells you that your idea is crap?"  And so, in five minutes,  I cooked up the plot for Hundscheisse, hoping to shock the world with wierdness.  I had Majik Monkee cook up some single frame pictures of some boss ideas I had that I thought would get a laugh out of the public as well, and posted them with the update at the Diehard Wolfer's Forum.  Well, there was definitely a response, but it wasn't at all what I was expecting.  Instead of "hey, that idea is crap", there was a large number of emails (and PM's) saying, "cool idea...hurry up and finish it!".  Well, by that point already, I felt the joke had gone too far, and I was committed to the Hundscheisse project.  Well, I'm no graphics designer, so I asked Monkee if he could do the enemies I had in mind for the game, and luckily, he was glad to oblige.  Rather than just doing the single game, though, I instead planned on splitting it into three seperate mods to allow a larger range of enemies, weapons, and even plot twists.  After quite a bit of work, here's the first chapter, in the flesh (or however you want to say it).  Will the two sequels ever be completed?  We hope so, but who knows?  Me and Monkee's other brother, The Incredible Pete, will be handling the mapping and development of the second game, allowing me a break to plan for the finale in Hundscheisse 3.  Anyway, whatever the humble origins of this project, I hope you enjoy playing it as much as we did developing it...have fun!

~Dumscheissekopf~



Known Problems:

OHS was designed to be as "glitch free" as possible.  Of course, nobody is perfect, and neither is any program I know of, so here's the known problems with OHS.

DISPLAY ISSUES - Occasionally, after completing certain levels, a small gray box will appear in a certain area of the score tally screen.  This won't affect gameplay in any way, and only appears at menu screens.  Saving your game and restarting the program usually gets rid of it.  Like I said, it doesn't affect game play in any known way, it's just slightly annoying.  Likewise, after extended playing, certain wall textures will appear differently than intended, usually as plain gray brick walls here and there.  It will usually be obvious, and they will look out of place.  This is a problem inherent in the SOD engine, and restarting the program will take care of this.

OTHER ISSUES - I don't know of any other problems currently. If your PC does not want to run OHS, check out some of the troubleshooting tips on the web for running Wolfenstein 3D in general. I don't really want to get into all of that here. Wolfenstein doesn't seem to like Windows, so try running it in DOS mode if you are not already.

If you discover any other issues or glitches, let me know, and I'll add them to future versions of this document.



Story: 

The full story is pretty long, so this is just going to be a shortened version with the important details included in it.  By the way, sooner or later, someone is going to notice the similarity anyway, so I must give credit for the inspiration for this game's plot to the "Medal of Honor: Underground" secret level called "Where Beagles Dare".  If you've never seen it before, it's hilarious, and an absolute must.  Anyway, here's the story...

During WWII, there was an officer named Fett Schwanz, who none of the other Germans liked, because he was a bit rough around the edges, and a little...well...crazy.  They didn't want him leading troops on the front lines, but they couldn't get rid of him either, so they stuck him in a remote castle on the German countryside where he was ordered to "guard" some important German treasures (including the remains of the Angel of Death), and await further orders.

Well, the war ended, and the Nazis were defeated, and Fett Schwanz was totally forgotten.  It wasn't until a delivery man came by one day and let it slip that Schwanz discovered the Fuhrer was defeated, and he'd been wasting away in Castle Schwanz for years for nothing.  This made him a little angry, and he resolved to get revenge for the fall of the Nazi party one way or the other.

It wasn't hard for Schwanz to find out who had defeated Hitler...BJ's name was pretty much a household word by the time Schwanz first heard it.  He discovered that BJ had retired a long time ago, and was currently a farmer in Mississippi, trying to spend his last years in quiet seclusion, free from both the fame from his war accomplishments and the ghosts that haunted  him from all the battles he'd fought.  Well, he wasn't finished fighting yet, he just didn't know it.

Even though, through scientific methods, Fett hadn't aged much since the days of the war, his men had all grown old and retired, so Fett set about recruiting a new "army" of next generation militant Nazi sympathizers, and made his way to America.  His men were able to forge the necessary papers to move through immigration, and before long, Schwanz had established himself in an abandoned prison, Deedend Penitentiary, not far from BJ's farm in Mississippi.

Schwanz spent several months preparing his forces to not only destroy BJ, but eventually spread across the face of the country that sent BJ in the first place, the USA.  Being that he was very fond of dogs and trusted them more than humans, he bred genetically enhanced dog troopers to strengthen his army.  In addition, he used a variety of scientific knowledge and equipment to create a host of other creatures and freaks to guard the Deedend stronghold.  With an almost endless supply of money (from the treasures he'd been protecting at Castle Schwanz), Fett was able to purchase large quantities of illegally supplied weapons to outfit his troops.  It seemed there was nothing to stand in the way of him and his plans for conquest...and revenge.

Anyway, one night, while BJ was out tending to farm buisness, Fett decided to make his move.  A horde of dog troops appeared out of nowhere and tried to kill BJ, and burned his farm down.  BJ managed to escape, and ran in the direction of the supposedly abandoned Deedend Penitentiary.  Seeing lights on inside, he snuck in through a forgotten back entrance, but realized right away that the inhabitants were not friendly.  BJ was able to determine that Penitentiary was the source of the dog troopers, and whoever was behind the assault on his property and life.  Even though BJ was well into his 70's, and carrying nothing but a slingshot he used to scare off wild animals, he decided it was time for one last battle with the Nazis...and this time, it was personal!



Controls: 

The standard controls are whatever you set them up to be.   There are a couple of features in OHS though that you won't find in other Wolf3D games (most of the time).

"F11" key - This will hide your weapon from your view.  This is useful if you are using a weapon that takes up a lot of the screen (like the #3 slingshot), and want to see better what's in front of you.  You can bring your weapon back up by pressing F11 again, or by pressing the "fire" key twice.

"X" key - Having trouble aiming accurately with your slingshot?  No problem.  Pressing the "x" key will bring up a state of the art laser sight you can use to achieve pinpoint accuracy when firing.  If it gets too annoying, you can make it go away by pressing "x" again.



Difficulty Settings:

Even though there will be four different difficulty settings to choose from when playing OHS, they are actually very similar.  The only difference between them will be the amount of damage enemies dish out, and how much they can take.  Unlike a lot of other Wolfenstein based games, choosing an easier or more difficult game setting will not affect placement or number of enemies you will face.  Still, if you are having trouble with bosses, choosing an easier setting will make the boss battles easier for you, just as a harder setting will boost he challenge if things are too easy.



Enemies: 

There are lots of enemies in OHS, some of which appear in the original Spear of Destiny.  The good news though is that if you know what enemy each OHS enemy is based on from the original game, you should be prepared for the challenges you'll face.

Dog - Exactly the same as the dogs from the original Wolfenstein games.  They only take one shot most of the time, and are easy to take out with the pitchfork if need be.  Being a dog lover, Fett will have more than a couple of these around guarding the prison.  You wish all dogs were this easy to get rid of.

Guard - The same  boring brown uniformed Nazis from SOD.  The most common enemy you'll face in OHS.  These guys were recruited by Fett for their loyalty to the Nazi party, even decades after the end of WWII.  Luckily for BJ, their training isn't that great, so it's easy to get the drop on them most of the time.  They drop ammo clips if you take them out.

Dog Soldier - These "guys" replace the SS soldiers from the original SOD.  Fett has always trusted dogs more than humans for their great sense of loyalty, and ability to track their prey.  Using genetics and scientific knowledge, he was able to breed these dangerous dog troops that walk (and kind of talk) and use weapons like men.  Beware!  If one gets the drop on you, there's a good chance your game is up!  If you defeat one, you get a weapons boost that gives you the #2 slingshot.

Death Angel - These creatures replace the SOD officers.  One of the many "treasures" Fett was called on to guard during his time at Castle Schwanz was the remains of the Angel of Death that BJ destroyed in SOD.  Fett was able to use high tech cloning chambers to produce less powerful but still dangerous clones of the Angel of Death to serve as guards for the halls of Deedend.  They are pretty fast, but not too tough.  If BJ has the good fortune to kill one of them, he will get an ammo clip as a reward.

Mutant - Replaces...what else?...the mutants from SOD.  Not all of Fett's experiments work out that great.  These creatures are a mixture of human, reptile, and mammal DNA, designed to create creatures with excellent hunting senses and powerful natural defenses.  They attack silently and without warning, so be very wary if you think there might be mutants around!  The good news is they are fairly large, making it easier to spot them.  You'll get an ammo clip if you destroy one.

Ghost - Um...ghosts?  What ghosts?  :)

Hans Scheissekopf - Replaces Trans Grosse from SOD.  Hans has been the unfortunate voluntary subject of a variety of hormone and chemical tests by Schwanz that were supposed to enhance his physical abilities.  Instead, they've just kind of screwed him up and confused him, causing him to hate all humanity, with the exception of Schwanz.  He keeps to himself, and guards the lowest level of Deedend Penitentiary.  Don't expect him to be happy to see a 70+ year old man wandering around his floor making a mess of things.

Mini Mutant Bros. (mutant twins) - These "guys" replace Ubermutant from SOD.  Using previously undiscovered methods, Schwanz succeeded in miniaturizing dead bodies (to increase their stealth), fitting them with guns, and reanimating them, much as Dr. Schabbs had once done.  They work in perfect syncronization to hunt down and destroy intruders with deadly efficiency.  Don't let their size fool you...they are no laughing matter.  They guard the second floor of Deedend, so be on the lookout for them.  Rumor has it that other pairs of these nasty little freaks may lurk elsewhere in the facility!

Esel Gross (cyber dog) - Replaces Death Knight from SOD.  Fett did his initial canine ehancement experiments not on unborn dogs, but on his existing pets, his favorite of which was Esel.  Encased in a powerful armored suit Esel posesses the intelligence to seek out and destroy intruders, and the firepower to ensure he succeeds once he's found them.  He serves as the commander of Fett's dog army, and he guards the third floor armory where Fett keeps most of his weapons.  Be especially wary of his missiles, which can level you in a single shot!  Rumors persist that somewhere in the facility there are others like Esel...beware!

Fett Schwanz - Replaces Barnacle Wilhelm from SOD.  Fett is one messed up dude.  He started out as a semi normal officer near the beginning of WWII, until a shell exploded in his fox hole one day and made him a bit crazy.  After that, he let his appearance go, and had less regard for orders than he once did,  preferring to try to do things his own way whenever possible.  With the help of a scientist named Dr. Cyclops, he began trying to come up with ways to win the war through the use of genetically enhanced soldiers and mutants, rather than standard warfare.  Because of his apparant inability to age, thanks to a special serum Dr. Cyclops gave him, rumors abound that Schwanz is immortal, though it's never been proven.  As part of his craziness, Fett has transformed Deedend Penitentiary into what he believes to be his grand castle, over which he is the supreme ruler.  It is from this "castle" that he leads what he believes to be a righteous crusade to avenge the death of Hitler and the Third Reich by destroying BJ Blazkowicz, and eventually, the entire United States of America.  He attacks with a modified hand-held rocket launcher that fires both rockets and bullets.  Be careful when facing him...he's very sneaky.

(Angel of Death replacement) - What?  Who said there was an enemy to replace the Angel of Death?  Oh, yeah...I guess the game doesn't end if there's not one.  Well, I'm not telling you what it is, then.  You'll just have to figure it out on your own.  Sorry!  :)



Weapons: 

BJ has four different weapons available in OHS.  Two you begin with, the rest you'll have to gain by finding weapon power-ups, either hidden or acquired from dead enemies.

Pitchfork - As a farmer, it's not unusual for BJ to own one of these.  It's lucky for him that he happened to be carrying it when he was run out of his home by the dog troopers.  Slightly more powerful than the knife from the original SOD, but crappy against tougher enemies.

Slingshot - This weapon behaves like the pistol in SOD, but you'll find that it is slightly more powerful.  Thanks to years of practice, BJ is deadly  with the slingshot, and can take out an enemy with lethal accuracy from a hundred feet away.  It's not that great against boss enemies, though, or when you're surrounded by multiple foes.

Rapid Slingshot - This is the primary automatic weapon of OHS.  With this upgrade, BJ can fire several pellets in rapid succession rather than just one at a time, making it more useful for crowd control.  Unfortunately, it's a little less powerful than the standard slingshot due to less time spent aiming, but the increased firing speed kind of makes up for that in the long run.

Mega Slingshot - The same as a chaingun in the original Wolf3D games, only in slingshot form.  With this upgrade, BJ's slingshot virtually spews shots at the enemy, leveling regular dopes, and giving boss enemies a run for their money.  Just like ALL other chaingun type weapons, though, it will waste your ammo if you use it all the time, so it's best called upon when you're severely outnumbered, or facing particularly tough bosses.


Treasure:

I don't really feel like talking too much about the treasure.  It's the same as with all other Wolfenstein games, just a different color. In a nutshell, here are the treasure types, and what each is worth, just in case you are new to this still:

cross - 100 points

chalice - 500 points

treasure chest - 1000 points

crown - 5000 points


Health and Ammo:

Another section I don't want to waste words on. Sorry, but this is the boring part, quoting numbers and values, etc.  Here are the basic pickups and what you get from them, though:

ammo clip - 8 bullets for a fresh one, 4 from a dead enemy

ammo crate - 25 bullets per crate

green and red keys - opens doors...what else?

dog food - +5 health

chicken dinner - +10 health

first aid kit - +25 health

extra life - extra life and full health + bullet bonus


Missions and Hints:

This is a summary of what to expect from each level, as well as a description of what each area is supposed to be.  Warning...there are tips after each level description that you may not want to see, depending on how determined you are to finish the game on your own without help.  They may also include plot spoilers, even though there's not a huge amount of plot development during the game.  Nonetheless, you've been warned.  Anyway, here it is...


MISSION 1 - Eliminate Hans Scheissekopf 

BJ enters Deedend Penitentiary through the basement level, which opens to the outside in a forgotten overgrown area. His mission is to take out the guards of the lower level, and find it's guardian, Hans Scheissekopf. Hans will most likely be in a bad mood when encountered. You would be to if you were kept in a basement, with a room the size of a closet as your "lair". Defeating Hans will allow BJ access to the elevator, and the upper levels of the prison. Look out for dog troopers that will be hunting BJ after his confrontation with Hans.

HINTS:

If you go to through the first door to the right instead of the left, you'll come across a weapon that will help mike life easier later in the level.

In some areas, it's better to run to a safer area than confront enemies in an open environment.  Don't underestimate the value of picking off enemies one at a time in a doorway.

Conserve ammo when you face Hans.  You should know his lair when you find it.  If you've gathered max health and ammo, you shouldn't have to leave his room during the battle.


MISSION 2 - Terminate the Mini Mutant brothers

This floor doubles as the lowest prison level, as well as a loading dock for incoming supplies. Fett Schwanz is smuggling stolen US Army weaponry and equipment into his facility, and some of it can be found here, though most is in the upper level storage. You will find the remains of many of Scwhanz's enemies, either imprisoned or scattered about on this floor. The Mini-Mutant brothers guard this floor, waiting to silenty ambush any intruders foolish enough to visit the floor. Eliminate them, and move on to the next area. Beware...they are not the only freaks BJ will encounter on this floor.

HINTS:

There are a lot of rooms in this area with walls and obstacles out in the middle of the room.  Guards like to hide behind these.  Don't relax in a room until you're sure there are no more guards.
Keep an eye out for hints about where secret areas are.  Sometimes you can see a secret that you can't reach until later.  There is always a way into them somehow.

Look for a suspicous blank wall to find the slingshot #3 in this level.  This is the first place you can find it, and it will make the going a lot easier, especially with the boss.

When battling the Mini Mutant Bros, don't lose them in the maze of blocks.  Try to get them into a pattern of circling a single set of walls where there's health nearby just in case.

There are some death angels that may or may not take an interest in you after you've dealt with the Mini Mutant bros.  Be prepared either way in case you stumble across them.


MISSION 3 - Destroy Esel Gross

The third floor BJ will discover used to be another prison level, but most of the cells are empty or used to store stolen weapons and goods. Most of Schwanz's stash of US equipment is located here, not that it will help BJ any. BJ must keep an eye out for a growing number of nasty creatures on this floor, as well as the usual dog troopers and standard guards. The real threat will come in the form of Esel Gross, the "commander" of the hound troopers, and top dog around these parts. If BJ can open enough "whoopass" on Esel, it's on to the final floor...the private quarters of Fett Schwanz himself!

HINTS:

There is a lot of junk scattered about and a lot of boxes obscuring your view in this area.  In other words, there are a million places for enemies to hide, so really watch your back!

Walls aren't the only place where secrets can be hidden.  Some of the larger boxes may be moveable, and may reveal rewards if you push them around just right.

There are a couple areas where there are objects big enough for enemies to hide behind, but they can still shoot through them.  Use these to your advantage whenever you can.

Conserve your ammo when you fight Esel.  If you run out, you may be forced to run in his room to get more, which is risky when he's taking rocket shots at you in tight quarters.

Some soldiers elsewhere in the level will take in interest in you when you begin to battle Esel.  Watch your back once the battle has begun, or you may be sorry.


MISSION 4 - Die, Schwanz, Die!! 

Yes, you read that right...Fett Schwanz lurks somewhere on this floor. Of all the areas in the prison, this is by far the nicest BJ will come across (which isn't saying very much). Once BJ destroys Schwanz, the heart of Operation: Hundscheisse will be shut down, but it's not time to rest yet...heck will surely break loose as BJ tries to escape with his life to the final elevator. But wait...that was the final floor, right?

HINTS:

You're sorely outnumbered when the mission begins.  Try not to alert enemies of your presence when you're in a spot where you are at a disadvantage in a firefight.

Remember where the storage rooms are in this level.  Health and ammo can be scarce in some areas, and you'll want to have access to these supplies of them later on.

Try not to let enemy soldiers who are alerted to your presence run through doors that haven't been opened yet.  In some areas, this will summon hordes of troops you're not ready to face yet.

Fett may not be where you expect him to be when you battle him.  Stay alert as things appear to look more and more like what you'd expect his inner sanctum to look like.

When you defeat Fett, the level isn't over yet.  In fact, the greatest challenge may yet remain.  Proceed with caution through his escape tunnels, and conserve health and ammo.


MISSION 5 - The Laboratory

BJ finds something he wasn't expecting...a lab area, accessible only from the elevator in Schwanz's quarters. It is from within this lab that the freakish minions serving Scwhanz are born, and there are sure to be plenty of them still wandering around (right?). BJ lays waste to the creeps guarding the lab, to ensure the minions of Schwanz are stamped out. There doesn't seem to be anymore elevators, but wait a second...who put those remains of Fett Schwanz on this floor? Better grab them and get rid of them before someone tries some crazy reanimation stunt...

HINTS  (SPOILER WARNING!!):

Surprise!  There are very few enemies you actually have to battle on this floor.  There are a total of five pairs of mutant twins guarding this floor, but if you are careful, you will probably only have to deal with three of them.  Don't wander around among the dog soldier incubation chambers in the rooms adjacent to the first main room any more than you need to.

If you enter a room and alert a pair of mutant twins, don't battle them in the room they originated in, or you may alert a second pair.  Draw them elsewhere and defeat them.  If you're careful, you should never alert more than one pair of mutants at a time (you'll be sorry if you do!).

Don't be afraid to take advantage of the health and ammo around the level.  It will all be replenished before you face the final boss.  It sounds strange, but it's true.

Before you touch the remains of Schwanz in the reanimation room, make SURE you are at full health and ammunition.  If not, you may meet a miserable end.


MISSION 5*- The Laboratory??

(SPOILER WARNING!!)  BJ destroyed Fett, but it was only a matter of time before Fett would be reanimated by the special serum in his bloodstream.  Well, BJ disrupts the reanimation process when he messes with Fett's remains, and retribution is swift and brutal!  The laboratory is set to alert mode, and monsters begin pouring out of the woodwork in an effort to prevent BJ from ever making it out alive.  If you're not VERY careful, they just might too!  Good luck, BJ!  This is it!!

HINTS  (SPOILER WARNING!!):

When you first start this side of the level, you'll be in a dangerous situation.  Plan carefully how to get yourself out of the mess you're in,  but do it quickly...the enemies are coming for you!

Every monster in the level is seeking BJ out at this point (remember where the statues and mutant lockers were?), and they will find you sooner or later.  Make sure you revisit areas where health and ammo were abundant before (it's all replenished now), because you'll need a lot of it to survive!  (NOTE:  The mutant twins won't be around anymore after you grab Fett's remains).

You don't need to revisit the entire level...there's no bonus if you do.  Just finish off the last boss, and the game will end.  That's easier said than done with all the monsters around...



Well, that's about it!  There's really nothing more to cover, and playing the game is more fun than reading this manual anyway, right?  For questions or comments about the game, for either the creator of the game, Dumscheissekopf, or the author of this manual, Majik Monkee, send an email to:

mmerrill@centene.com

We welcome all comments, both good and bad.  Of course, we'll print out the bad ones, shred them, and use them as confetti at our next big party, while framing the good ones and hanging them over the mantle.  If you liked OHS, and want to check out some of our other upcoming projects (or hated OHS and want to give us one last chance to redeem ourselves), look for the following in the near future:

"Rise of Chaos"
"Countdown to Chaos"
"Hundscheisse 2: The Sequel"
"Hund 3: The Final Frontier"
"SKUNKZ"
"Operation: Letzerschutz"

Well, that's all, folks!  Have fun!!


OHS KREDITS:

BIG fat thanks to the following people who have made OHS a reality. 


Concept: Dumscheissekopf

Graphics:  Majik Monkee, some original grahics from Spear of Destiny by ID Software

Sound: voices by Majik Monkee, The Incredible Pete, Sam "Bubba" Merrill

Music:  Original scores from Spear of Destiny by ID Software 

Level Design:  Dumscheissekopf

Coding Requests:  "The Choksta"

Testing:  ack, Majik Monkee, The Incredible Pete

Caffeine:  "Convenience Barn" 32 oz Diet Pepsis

Special thanks to everyone for all their hard work and contributions, and to the Diehard Wolfers community for some valuable (and otherwise) feedback.


~Dumscheisskopf~




~SEKRET SEKTION~

Okay...so you've finished the game and mastered all of the levels, and you're looking for something to do now, right?  Well, here's a puzzle that points to a secret that can be found in the game.  Is it worth finding?  You betcha'!  Is it easy to find?  Well, that depends on what you consider easy... :)

Below, you will find several sets of numbers.  Each number in each set corresponds to a certain letter in the alphabet.  Switch each number so it becomes a letter instead.  For example, 1 = a, 11 = k, and so forth.  Once you've done that, unscramble the letters in each set to form a word.  Finally, put the words in order so they form a phrase that (more or less) makes sense.  That mystery phrase is the code to unlock the big secret of "Operation: Hundscheisse"!

Coded Words:

7-15-4-19
20-5-8
15-8-23
20-15-21
5-12-20

Got it?  Great!  Now you just need to figure out where to put it!  Sound easy?  Well, it's probably not where you're thinking!  If you can't get it, well, keep trying!  If you DO manage to find it, well, score!!  Here's a hint...you'll want to enter them in all UPPER CASE letters once you've found where you input them.  Good luck!